Hi Pierre-Felix. Roberto from Autodesk here. Nice to meet you again
Iām trying the Revit exporter too. My model is a classical building with columns and statues, not the simple boxy model stuff. Yet, the full model is easily loaded by Revit with memory to spare.
Unreal crashes when trying to import it.
I then tried a very small section of the building. The Revit file is 280 MB. After export to udatasmisth the assets folder is 1.45 GB, and Unreal imports it after 20+ minutes of working with the machine memory maxed out (32 GB) for 90% of the time.
The resulting project geometries folder is 3.65 GB.
I believe there is some waste in there
Any way to figure out whatās going on?
Were on the missing entities case. Additionally, the middle mouse button is another problem, that was reported to Autodesk which were trying to solve as well:
Hey @Etienneboy0, yes it is possible to connect outside the network, but it will probably require you to do some extra setup in your network configuration to make your serverās IP address visible to the clients. You may also need to configure your computerās firewall software to permit network connections coming from external clients. This stuff is all dependent on how your individual network is set up, and what kind of firewall rules you have on your computer, so itās not something we can just give you a step-by-step guide to solve. If you have a network administrator, talk to them about opening up the IP and port the Engine uses for multiplayer communication (port 7777).
The doc has a section on Advanced Networking that basically says the same thing.
I love the added features but I really need this to work for Solidworks 2017 service pack 4.1. UE-63335 says this issue has be resolved but it hasnāt upon trying again. Is it that it has been fixed but wonāt roll out until 4.22? If so when is the planned release cycle for 4.22? Thanks in advance!
We usually release 4 times a year. That would be around feb 2019 to have access to the next previews. That is a ball park date of course, it can change.
The 4.21E1 Hotfix is now available for Unreal Studio!
Install the plugin update from the Epic Games Launcher.
Download updated Exporter Plugins from the Unreal Studio Downloads page.
We also recommend the Unreal Engine 4.21 is updated to the latest engine hotfix.
Fixed in 4.21E1 [TABLE=āborder: 0, cellpadding: 0, cellspacing: 0ā]
UE-66533
Datasmith SDK doesnāt export LODs without UVs
UE-67019
New Product Viewer projects are unable to be packaged without Visual Studio
UE-66985
Fails to export a project from Revit 2019 - Cannot export the active 3D view: Object reference not set to an instance of an object
UE-66938
Cannot export 3D View: Object reference not set to an instance of an object.
UE-67077
Railing entities all use the same mesh asset
UE-66325
Revit 2019 (new) physical materials crash the exporter
UE-66328
Datasmith for Revit should support Linked Files.
UE-65312
Revit Perspective View Changes after exporting to Datasmith
UE-66332
[REGRESSION] Export has missing entities, randomly.
UE-66381
Revit Export aborts or is incomplete when clicking MMB during export.
Additional fixes and improvements, especially for the Revit workflow, will be coming soon.
Hi, I did a quick test out the Multi-User Viewer Template over the weekend and I noticed that āDesktop Userā is unable to see the laser pointer pointed by āVR Userā.
Hi,
Iāve a problem with using Explode_BP_Actor in my scene. Iāve imported it from ProductViewer Template, but when I put it to my scene it has compiling error which I cannot repair.
There is something wrong with the node called āget attached actorsā. Can you help me with that?
Here is screenshot of the blueprint. My scene was moved from version 4.20 to 4.21.
Here is how to reproduce the issue :
Start a blank Multi User Viewer Template, package it as Development Build.
Run the packaged apps in one computer, select Desktop Mode and Host a new session.
Run the packaged apps in second computer, select VR Mode and Join the session above.
Now Laser Pointer pointed by VR Mode user is not visible by Desktop Mode user.
Hi! Iām interested in using the new Pixel Streaming feature. So far, it works perfectly on the local network, but I have been unable to make it stream over the open Internet.
Wether using a TURN server or not (Iāve even tried a couple of different ones), Iām always getting the same result when trying to access from an external connection:
NewState=kIceConnectionFailed
Is this something you guys can take a look at? Or maybe futher explain on the Pixel Streaming documentation?
Hey @duhalde, is your STUN/TURN server accessible over the open Internet by the IP/port that youāve configured for it in the Signaling & Web Server parameters?
Both endpoints (the WebRTC Proxy and the client browser) need to use that IP and port to connect to it.
Whenever I try to access the TURN server URL (with the local servers and UE instance running), I just get the result shown on the attached image. So, I guess Iām still doing something wrong.
NOTE: If trying to use the https prefix to access the TURN URL, I just get no response.
I donāt think that accessing the TURN server by its URL directly with a web browser should be expected to show anything useful.
When you press Play in the viewer widget, the signaling server is supposed to automatically broker the connections between (your player widget and the turn server) and between (the WebRTC Proxy server and the turn server), so that the media stream can get relayed.
Do you see anything in the logs of the WebRTC Proxy Server when you try to play a stream?
Also, try opening the port for the TURN server to traffic over both TCP and UDP, if you havenāt already.